userBill Bcancel
branchrust_reboot/maincancel

237 Commits over 458 Days - 0.02cph!

6 Days Ago
Move comment only
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6 Days Ago
Fix player interaction bug: If an semi-valid trace was penalised but no subsequent trace was acceptable, the semi-valid trace was lost. Fixes difficulty in upgrading door frames.
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8 Days Ago
Spell "hierarchy" correctly
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8 Days Ago
Proper tag and layer dropdowns for the editor selection fields, rather than typing in manually
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8 Days Ago
Add Rust editor options to select in Heirarchy by tag or layer
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8 Days Ago
Fixed a couple of places that assumed the storage sub-entity of a storage module would always exist. With conditional-based storage on the taxi modules this is no longer guaranteed.
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16 Days Ago
Fix modular car chassis allowing repair with hammer (had no useful effect, only modules should allow repair)
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16 Days Ago
Merge MoreVehicleWork -> Main
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16 Days Ago
Clear looking at data if the trace is rejected on the final menu options test
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22 Days Ago
Added /hidden_changes.conf to the global ignore list, allowing for locally hiding changes to specific files or directories
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28 Days Ago
Change front sliding windows on armoured passenger module to Generic physic (sic) material
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28 Days Ago
[Editor only] Set "drawinteraction" to true in the console or toggle "Draw Interaction" in the Rust Editor window to get a visual text display of exactly what the player is currently looking at and where it is
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28 Days Ago
Fix player ref in CanBeLooted in ModularVehicleShopFront
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28 Days Ago
Set sliding windows on armoured modules to Generic material so they don't get decals. Decals didn't move when the sliders moved.
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28 Days Ago
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28 Days Ago
Prevent taxi trade box being usable at all when dismounted
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29 Days Ago
Made the velocity restore when taking out a road sign in a modular car one frame faster
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29 Days Ago
Fix kick button interaction showing up even when the button itself was unavailable
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29 Days Ago
Fix taxi mount position
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29 Days Ago
Added additional null check in CheckLookingAtVisible
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29 Days Ago
Glass and decals didn't play nicely on taxi module (spaced out from the renderer, sometimes wrong angle, all decals were cleared together even on the stronger glass front that hadn't broken yet). Changed glass physic material (sic) to Generic to remove decals.
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29 Days Ago
Merge TaxiModule -> Main
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29 Days Ago
Allow cars hitting road signs to keep most of their velocity if the sign is destroyed on the next tick
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29 Days Ago
Fix kick button not working from rear seats module
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29 Days Ago
Move client method
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29 Days Ago
- Added support for conditionals based on module exact match, rather than just module type. - Added support for storage module sub-entities to be conditional themselves. - Used the above new features to no longer show the dropbox or kick button if one taxi module is behind another.
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30 Days Ago
Fixed taxi module kick button not working when looked directly at from the seat of an armoured module. This required a refactor of CheckLookingAtVisible to find a shared vehicle base parent.
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30 Days Ago
Seat collider fixes
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30 Days Ago
Merge TaxiModule -> Main. Removes the gap between modules when connecting a taxi module behind an armoured one.
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31 Days Ago
Created a boot icon. Now using it for the taxi module passenger button. Also fixed incongruous settings on joystick icon
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31 Days Ago
Update taxi module inventory icon
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31 Days Ago
Roadsign pole colliders now match the actual thickness of the pole
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34 Days Ago
Manifest file rebuild
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34 Days Ago
Merge from TaxiModule -> Main
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35 Days Ago
Cherry pick 2-module passenger fix
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35 Days Ago
Another fix on TakeCollisionDamage
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35 Days Ago
Simplify TakeCollisionDamage script
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35 Days Ago
Roadsigns now take collision damage from vehicles
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36 Days Ago
Adjust roadsign entity bounds. Fixes missed hits
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36 Days Ago
Merge TaxiModule -> Main
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36 Days Ago
Merge modular car taxi module branch to Main
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48 Days Ago
Set roadsign meshes to read/write enabled since they're also used as gibs
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48 Days Ago
Cherry-pick armoured module LOD fix to Main
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50 Days Ago
Rebuild manifest, should fix missing roadsigns
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50 Days Ago
Fix compilation on IndividualSpawner custom editor
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50 Days Ago
Merge destroyable roadsigns -> Main
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3 Months Ago
Shrink the wounded/sleeping collider a little more
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3 Months Ago
Only refresh the player's collider size every 250ms (performance, no serious need to do it more often)
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3 Months Ago
Collider size is now refreshed on bots as well as real players
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3 Months Ago
Fixed dodgy collider in doorway between recycler and main building at airfield
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